My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
RIP

2 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Baby Dragon Witch Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Baby Dragon Witch Prince Royal Ghost Bandit Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Prince Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Prince Royal Ghost Bandit Magic Archer

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Royal Ghost Bandit Magic Archer

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeleton Army Prince Bandit
Giant Snowball
Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch Prince Bandit
Barbarian Barrel
Wizard Skeleton Army Witch Royal Ghost Bandit Magic Archer
The Log
Skeleton Army Witch Prince Bandit
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Baby Dragon Witch Prince Royal Ghost Bandit Magic Archer
Fireball
Wizard Skeleton Army Baby Dragon Witch Bandit Magic Archer
Poison
Wizard Skeleton Army Witch Magic Archer
Lightning
Wizard Baby Dragon Witch Prince Bandit Magic Archer
Rocket
Wizard Witch Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Royal Ghost Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Skeleton Army Baby Dragon Prince Royal Ghost

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeleton Army Royal Ghost Bandit Baby Dragon Magic Archer Wizard Witch Prince

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Skeleton Army Royal Ghost Bandit Baby Dragon

Attack Synergies 0 14

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Wizard
Prince Royal Ghost Bandit
Skeleton Army
Baby Dragon
Witch Prince Bandit
Witch
Baby Dragon Prince Royal Ghost Bandit
Prince
Wizard Baby Dragon Witch Royal Ghost Magic Archer
Royal Ghost
Wizard Witch Prince Bandit Magic Archer
Bandit
Wizard Baby Dragon Witch Royal Ghost Magic Archer
Magic Archer
Prince Royal Ghost Bandit

Defense Synergies 0 15

Wizard
Skeleton Army Prince Royal Ghost Bandit
Skeleton Army
Wizard Prince Bandit Magic Archer
Baby Dragon
Witch Prince Bandit
Witch
Baby Dragon Prince Royal Ghost Bandit
Prince
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Royal Ghost
Wizard Witch
Bandit
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Magic Archer
Skeleton Army Prince Bandit

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Wizard Baby Dragon Magic Archer
Skeleton Army Witch Prince Bandit
Skeleton Army Witch Prince Bandit
Skeleton Army Witch Prince Bandit
Skeleton Army Prince
Skeleton Army Baby Dragon Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Witch Magic Archer
Baby Dragon Bandit Magic Archer
Witch Skeleton Army Prince
Skeleton Army Prince Royal Ghost Bandit
Skeleton Army Witch Wizard Baby Dragon Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Witch Magic Archer
Skeleton Army Prince Wizard Witch Bandit
Wizard Skeleton Army Baby Dragon Witch Prince Royal Ghost Magic Archer
Skeleton Army Prince Bandit
Skeleton Army Prince Bandit
Wizard Skeleton Army Witch Prince
Wizard Skeleton Army Baby Dragon Witch Prince Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Witch Royal Ghost Bandit Magic Archer
Prince
Wizard Skeleton Army Royal Ghost Baby Dragon Witch Prince Bandit

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Witch Prince Royal Ghost Bandit
Bandit Wizard Baby Dragon Prince Royal Ghost Magic Archer
Skeleton Army Bandit Witch Prince
Skeleton Army Prince Bandit
Skeleton Army Witch Prince Bandit
Wizard Baby Dragon Witch Magic Archer
Skeleton Army Prince Witch Bandit
Skeleton Army Prince
Skeleton Army Baby Dragon Witch Prince Bandit Magic Archer
Witch Skeleton Army
Witch Prince
Skeleton Army Prince
Skeleton Army Prince Wizard Witch Bandit
Wizard Skeleton Army Baby Dragon Witch Magic Archer
Skeleton Army Witch Baby Dragon Prince Magic Archer
Wizard Baby Dragon Witch Royal Ghost Magic Archer

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Magic Archer Baby Dragon Royal Ghost Bandit
Baby Dragon Royal Ghost Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Prince
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Bandit
Prince
Wizard Prince Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Prince Magic Archer
Wizard Baby Dragon Witch Bandit Magic Archer
Magic Archer Wizard Baby Dragon Bandit
Wizard Baby Dragon Prince Bandit Magic Archer
Wizard Baby Dragon Witch Magic Archer
Baby Dragon Prince Magic Archer
Wizard
Prince
Baby Dragon
Wizard Baby Dragon Witch Magic Archer
Witch
Wizard Baby Dragon Witch Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Witch Prince Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Witch
Wizard Bandit Magic Archer
Magic Archer
Prince
Wizard Magic Archer
Skeleton Army Witch Prince Bandit Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Prince Magic Archer
Wizard Baby Dragon Magic Archer
Prince
Baby Dragon Witch Magic Archer
Witch Magic Archer
Baby Dragon Witch Prince Royal Ghost Bandit Magic Archer

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